Player-Driven Space Western Game [Interest Check]


Recruitment


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Hey everybody,

Let me begin by saying that this is just a preliminary interest check to gauge interest and see if there's anybody who'd be interested in playing. Feel free to spitball character concepts and the like right now, but don't worry much about hard stats or anything just yet. We'll get there if people want to do so.

Anyway, I've been getting the itch to do a game like this for a little while now, and with more free time on my plate than I've had in the past, I think it's as good a time as any to get it started. The basic concept is that the game will take place in a pretty malleable science-fiction setting, including many common tropes with a definite space western flavor to it. Players will take on the roles of, well, potentially anyone--probably starting out as a crew of a ship or some such (note that a definite influence in my head for this game's concept is Firefly), but as time goes on and if more people want to join, multiple threads could arise and many different folks could join in as different kinds of characters in different regions. True, that's pretty ambitious and down-the-line thinking, but it gives an idea of where I'd hope this could go.

Now, the setting is pretty open at the beginning because I'd love to try taking a page out of RPGs like One Last Job and give you, the players, lots of room to create setting details and information about your characters, rather than using any sort of established setting or facing the daunting task of creating my own. So, a key concept for this game would be that the players (through their characters) are able to create information on the setting, from important figures to planet names to the main model of firearm used by a given gang. So long as everyone else is okay with this information, it becomes "canon" in the game--at least on some level. Maybe when you get to that planet you discover that the name's been changed by its new leader, or perhaps the gang doesn't use Resetti Mk. V revolvers--they use Rosetti Mark Five assault rifles, an entirely different beast. In any case, I think this would be an interesting way to keep things open and let the players jointly create a universe to play around in. Obviously we'd need to decide ahead of time the general tone for the setting--while plotting a course from Albon 4 to Yoodledoop might be amusing, it would probably begin to strain suspension of disbelief.

As for ruleset, right now I'm thinking of using (modified, of course) the rules from the 3rd edition of Boot Hill, the old Western RPG from TSR. Boot Hill is fairly rules-light when it comes to general actions, which will help keep things roleplaying-focused: most rolls are simply a d20, and if you roll equal to or lower than your relevant attribute or skill, you succeed. It's fairly complex and notoriously deadly when it comes to gunfights, though. I don't necessarily see that as a bad thing in this situation, though: I think it may even potentially dissuade characters from starting fights without good reason to do so, and may even keep things less combat-focused and more about story and character development.

Now, I know this isn't going to be everyone's cup of tea, and it may not appeal to anyone on the boards, but I figured I'd put this up to see if anybody's interested. I'll keep checking this as regularly as I can for a while, and if there's enough interest here we can hash out any questions and get up a real recruitment thread with more info on character creation and rules. If you think this might be intriguing to try out, though, definitely post your interest below!


You had me at Firefly. I would be interested in just about any role: medic, pilot, mechanic, muscle, face, anything really.


I'd be interested, so long as you are using rules I'm familiar with (Including the official Serenity RP from Margaert Weiss games) or one I can get access to.

And I'd like to play a cook. A really, really efficient cook.


Good to see somebody interested! I was wondering if dropping that name might draw some folks in.

In case people are wondering about the system, whether they'd have to learn something in-depth or spend money on it, worry not. I'm not condoning anything under-the-table, so to speak, but the Internet is a big place, finding PDFs on the cheap--especially old ones--isn't all that hard to do. And you don't even need a copy of the rules in order to play the game--I'll post up relevant details as required in documents or on the Campaign Information page.

To give you an idea of the game, characters start out with five basic attributes.

  • Strength measures your physical power, stamina, health, and how many wounds you can take before going down.
  • Coordination measures agility, reaction speed, aim, and general dexterity.
  • Observation measures alertness, vigilance, and perception in all forms.
  • Stature measures how well-known the character is, their reputation, and to some extent their charisma (more on their presence in a room than their likability or being good with words).
  • Luck is just what it sounds like, and can affect a character's ability to get out of tight scrapes and pull of nigh-impossible deeds.

You'll notice a couple of attributes common in many RPGs aren't included: Intelligence and Charisma. (Wisdom as it's seen in D&D based games is similar to Observation, but is also mostly not included.) This means that the character is precisely as smart and personable as you want them to be. If you feel like playing a lovable lug who isn't too bright, then go for it, but you won't have to worry about coming up with a fantastic plan and wondering if your character is smart enough to think of the same. And you don't have to make a rousing speech only to recall that your Charisma penalty will prevent you from making too big a difference. It's one of the little things about the system that's kind of nice, especially when it comes to roleplaying.

From there you also get a number of skills, which fall into two general categories: Weapon Skills, which increase your chances of hitting and dealing damage with attacks, and Work Skills (which I'll probably rename General Skills), which run the gamut from combat-related activities like Fast Draws and Throwing to professional skills like Medicine or Engineering. Characters will typically have a mix of the two.

I'm also working on a custom mechanic for the game that I think I'll call Traits, which will work sort of like Feats or Class Features and give your character small extra benefits. I don't have a full list of these finished yet, but they'll also be somewhat varied in their effects.

I guess the baseline of this post is not to worry if you don't know the rules for Boot Hill. I'd also be open to suggestions for alternate systems, keeping in mind that I'd like general activities to stay relatively rules-light in this game--after all, it'd be more interesting to just have characters interacting and doing things, instead of getting bogged down with rolls all the time.

EDIT: Another potential interest! Like I say above, the rules shouldn't be hard to acquire online, and I can definitely share what's needed for folks who don't have access. I'll check out the Serenity or Firefly RPGs, though, and see if they do what I'd like better.


count me among the intrigued!

Silver Crusade RPG Superstar 2014 Top 16

The Alternity ruleset can do Space Western quite well actually. Basically designed for it.


After taking a look at the other rulesets some of you have suggested, I think I will stick with Boot Hill for this game. While the other systems seem very interesting and I like at least some of what I'm seeing in them, they also have a fair amount going on a lot of the time, and in general I'd rather run this game with a system that's fairly simple out of combat and that I'm already familiar with. I could definitely see myself running a more traditional game down the line using the Serenity RPG (or the newer Firefly version with updated rules), but this game feels like it would benefit from a fairly rules-light, easygoing system.

I feel I should also note that while I listed this as a "space western" and noted Firefly as an inspiration, this isn't going to be a Firefly campaign--we won't be set in the 'Verse of the show/movie, we won't necessarily be following all of the conventions set in that setting, and so on. Certainly we can draw from that, but players should feel open to draw tropes from any number of sources. Everything from Firefly to Star Wars to Star Trek to Fallout to Destiny to... (the list goes on and on) ...could have its place in this game. It's just up to the players and myself to get it in there!

In any case, it seems like there is at least some interest for this game, so I'll probably give this another day or two for people to speak up any interest or questions, and then put up a recruitment thread--look for it by Monday at the absolute latest, and I'll post a link here when I put it up.


I've never used Boot Hill, but I am sooooooo in on this.

Liberty's Edge

Dotting for intrigue!


I'm definetly interested in a Space Western game. I've never heard or looked at Boot Hill, but from the sounds of it, it won't be anything particularly distasteful.

Without any real 'social' characteristics how does roleplaying socially 'against' NPCs break down?

For example; if I lie about where I obtained these here crates of Crossian Blastcaps ("I don't know really, here I was just minding my own business when *BAM!* they smacked right into the Void Sheild of my little Cruiser here - poor girl almost cracked up.")

Do you just randomly decide if I'm believable enough or do we roll a high-low sorta thing (flip a coin, but with dice)?

AS for character concept: Standard Space Cowboy/Drifter

"You know, it's funny how at one point you can be at the top, and the next you're hanging for it. When the war started - what you may call the "Ban'esh Conflict" - we were all Marshals; I was a Marshal, my C.O was a Marshal, heck - the guy I was shootin' was a Marshal! When we was all rounded up, the able bodied of us were handed a shiny titanium star and a brand new 'Nova-Sixer'. At the time the Nova' was about as good a sidearm as you could find; now we give 'em to scrap, but I digress - we all thought we were upholding the law, unfortunately so did they. When the dust of the Ban'esh System settled, after the cracking of Ghor Minora, they were the victors. Some died, others ran, a good number lucked out and just had to sit in the Bastil for a time. When we got out we had a few options, stay System-Side as disgraced gangers, or leave. I knew when it was time to get movin' and I did. Not a single 'Cred to my name, no protection, and a leased Corbin IV 'Scuttler' that was missing it's Supercilious Core. Now I'm making a pittance Expediting, but at least I got food, company, and my freedom again; and after a 10 stretch in the Bastil, nothing beats that."

It's a pretty standard troupe/story of a once-lawman on the wrong side of a losing fight, it just happens to be one I like to play. I'd hope to be a kind of jack of all trades - not really particularly good at anything, but can come through in a pinch if needed. He's a pretty good face/charmer and gets along seemingly by luck; having coined it as life's already spent all his bad luck, and only has good left to give.


Intrigued. I can see a lot of fun with this. I am thinking a disillusioned former lawman.


You said Firefly, so I automatically thought of Serenity's The Operative. Any chance for the heartless paladin-assassin trope?


Boot Hill? Man that brings back memories. I played that with a guy who was related to the author. If I remember, it was the original Boot Hill. Took about 10 minutes to roll up a character (8 stats, all d100 stats).

There was like a 20% chance every time you got shot that you died. :) Loup isn't kidding when he says the system is a very deadly one. I doubt if 3rd edition of it was any safer to be in. :)


Volkner wrote:

Without any real 'social' characteristics how does roleplaying socially 'against' NPCs break down?

For example; if I lie about where I obtained these here crates of Crossian Blastcaps ("I don't know really, here I was just minding my own business when *BAM!* they smacked right into the Void Sheild of my little Cruiser here - poor girl almost cracked up.")

Do you just randomly decide if I'm believable enough or do we roll a high-low sorta thing (flip a coin, but with dice)?

Well, I'm glad you asked, because it isn't quite either of those. Instead, roleplaying comes into major account here, with the nature of what you're saying and who you're talking to making a big impact on whether or not your lie is believed, your charms work, or you successfully intimidate someone. In your example, if the officer you were talking to didn't really care that much, or didn't know a whole lot about those Crossian blastcaps or where they came from, you'd probably get away with it. Of course, if he decided to be good at his job, he'd probably at least ask a few follow-up questions there. Apart from simply what you're saying, though, I'll take a few other things into account depending on the nature of the interaction. A character's Stature will definitely play a role in some situations, especially intimidation or attempting to get into someone's social graces--depending on whether that Stature is good or bad, of course. And if it seems your character really knows what they're talking about--that is, if you link your words strongly to a skill you have--then the attempt is more likely to be successful. A gunslinger calmly reciting the number of arteries and the parts of the brain that his bullet will obliterate can unnerve folks a lot more than just saying he'll blow your head off.

As for your character concept and the flavor text you included, that's almost exactly what I'm looking for! That sort of roleplaying and name-dropping will bring the setting and characters to life. So what if you're using "single-action revolver" stats for your hero's pistol--it's a lot more interesting to say he's using his trusty ol' Nova-Sixer.

The other character concepts people are offering should also work fine--there's all sort of folk in the universe, after all, and most anyone can find themselves on a ship at some point or other. I welcome players to decide for themselves how long they've been on the ship and how well characters might know one another, so feel free to think about that!

mdt wrote:
There was like a 20% chance every time you got shot that you died. :) Loup isn't kidding when he says the system is a very deadly one. I doubt if 3rd edition of it was any safer to be in. :)

Well, maybe a little safer, but not much. First time I ran it with some friends, one of the posse got killed in the first turn of combat because a bandit had a double-barreled shotgun. The poor deputy managed a Luck check to stay alive the first time he got shot, but the second was too much for him... In any case, I don't honestly see that lethality as all that bad a thing. It helps keep things realistic on a few levels, including meaning that everyone's going to want to think twice before starting a gunfight. It isn't like Pathfinder or other games where you can draw swords on those orcs and just have the character heal you up later--there's always a very real possibility that even that scared-looking kid might put a bullet in your head once lead starts flying.

Since it seems interest is really strong at this point, I'm going to try and get a recruitment thread up with some basic character-building information in a little bit! I'll also post here when it's ready.


Sccchhhwwwweeeeeeeeeeeeeet! Got some character ideas in my head already!

Quick question though, is this going to include aliens or be full-on Firefly? I love the idea of a space-western, but I don't know how fond I would be of aliens in the mix. I'm a huge western fan, and I think Firefly nailed the core of the old cowboy movies. Its about people. I tend to think aliens would detract from the setting. Just my opinion.


Count me in for this 100%, Brian. I'm not sure what I'd build exactly, but as you can probably guess I'd probably play some sort of smooth-talking smuggler or something similar. Maybe a bounty hunter? Either way, I'd be down for this.

Liberty's Edge

Hey, now, I can get on with "extremely lethal combat." I enjoy High Adventure Cliffhangers and Savage Worlds, after all! ^_^

(goes to figure out the best way to come up with a Soldier Who Fought on the WRONG Side of the War idea)


I'd be interested in playing a hot shot pilot, who's good with firearms too. Cocky, but not arrogant about it.


Recruitment thread is up! Head over and post in!

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